Play game
SubMerged's itch.io pageRate this game
In order to rate this submission you must be logged into itch.io and have submitted your own entry. Anyone with an account can leave a comment.
How does the game fit the theme?
You complete repair tasks for a ship you think is guiding you to safety, but the story reveals the truth behind who you're really helping.
What code and assets did you not make from scratch during the jam (if any)?
Door sfx, E button prompt.
How many people worked on the game?8
Leave a comment
Log in with itch.io to leave a comment.


Comments
Really awesome game! I love the aspect of the submarine descending into chaos slowly becoming an alien ship which is awesome! I think the minigames does need a bit of tutorialisation since some of them are obvious but some of them are less obvious especially in the alien form. I think the game does need more direction into the main quest to guide the player more since not everything seems to be obvious. The art in this game is immaculate and the sound effects and ambience really sells the whole atmosphere well! Overall, this was a very interesting and fun one! Great work!!
Awesome game experience, I like the slow changing to what I assume is the ship health ui in the top left, along with the wording. The mini-games were quite enjoyable to do, even if they did take a bit of learning (mainly the o2 dial one).
I got stuck when it came to the main quest, I for the longest time had no idea where room 2 was, after finding it I got stuck trying to find oil for the door that would lead into the third section of the 'ship'.
Great atmosphere, but struggling with core UX and control choices.
With a team of 8 people, there's a solid foundation here, but the game currently fights the player more than it engages them. Here are a few major pain points that broke the experience:
The premise on the game page (repairing a ship with a hidden narrative twist) sounds genuinely intriguing, but the execution currently hides it behind control friction and navigation issues. With a few quality-of-life fixes for onboarding and UI, it could feel much more cohesive!
Thank you so much for giving such thorough feedback, it's genuinely appreciated! Those are all incredibly valid points, and I've added many of them to our task board to address. I'm surprised to hear about the camera bug as we've tested in on several different hardware setups and didn't have any issues, I'll definitely look into it though. Unfortunately, our most recent build broke the minigame tutorial popups which I suspect may have helped with unclear expectations/lack of guidance. We're still working on getting the bugs ironed out in our objectives system, and I'll be sure to keep your feedback in mind as we work on getting it closer to what we intended.
If you'd be willing, I'd love to have you play our next build to see if that improves the user experience.
Sure, just ping me and I'm happy to retest the game :)
Glad the feedback was helpful.
P.S. The camera bug appeared very accidentally. First run I didnt face any, or maybe I just didnt click that wrong terminal, idk
The eerie atmosphere is really captivating!
This game looks really cool. I love how it slowly changes as you progress. The sounds and art work really well together to make a fun game.
The minigames were decent. Though I hate the dials one with a passion. The connection minigame I failed first time as I moved my mouse too fast and it went over the wrong area, but didn’t fail it the next times!
I got stuck with the missions talking about area locations, I do not know which area is which so I just blindly had to check doors. Then I got stuck trying to find oil.
Really well made game. Great job!
Thank you so much for your feedback! I had a feeling that we'd need to make the doors for the objectives more distinct- I actually had "Need to draw attention to the objective doors" as one of my tasks to work on next. The objectives are the newest element of the game so I was mostly focused on technical implementation (it's clear that I'm not a designer, haha). We'd love to hear any suggestions you have on what would have helped you know which door to go to. I'll also make sure our level designer puts the objective items in more sensical places than the randoms ones I put there for testing.
(I feel you on the dials minigame! I love it conceptually but I always just let that system get damaged lmao)
I have no idea how to play this